Call of Duty: Black Ops 2

First you make a Tramplesteam then you go to the tunnel and run all the way to the end and you jump a ditch. then you will so a wooden pole, make sure no zombies are around you and you get out the tramplesteam and go prone and push into the wooden pole much as you can and you put down the tramplesteam and you will see a yellow wall which means your in or your nearly in

You need two things that let you respawn in that spot 'it has to be in hijacked work' go over and you nee to go to the secret walk way go near the edg and throw them in the water and go closer to the edge dont jump off shoot your gun at the water and you will go down do not keep shooting or you will fall in he water you can kill enemys

LMGs are very peculiar weapons. They most certainly aren't user-friendly, and they take loads of skill to use well. However, through many hints and tips, you can become one with the LMG.

LMGs have lots of power. They combine fast firing speeds with high ammo capacities. Due to their large ammo capacities, you shouldn't reload after every kill, which is what a lot of players like to do with other weapons. LMG reloads are slow, which is extremely true for the Mk-48 and the LSAT. Only reload when you're almost out of bullets, as you'll be capitalizing on a big advantage: the ammo. Reload cancelling can also make reloading a lot easier, as they all reload extremely slowly. You should also reload when it's safe, as, if you're walking around the map and doing your reload, you're bound to find someone whilst vulnerable and they can easily take you out, which leads up to my next point: Pistols. When you're in close proximity, LMGs are unwieldy and untrustworthy. Use a pistol to help you get out of these jams that will most likely doom you to your demise while using LMGs.

LMGs also own every optical sight excluding the MMS. Why? Because they love opticals. Weapons such as the MK-48 or the HAMR can have troubles with their iron sights, or they just don't cut it at longer ranges. That's why I always consider opticals while making my classes. Things such as the Dual Band Scope, the Target Finder, the ACOG, and even the EOTech Sight are all opticals that LMGs love. Find the optical that suits you most and show the world what you're made of.

Now, things to avoid. Due to their large ammo capacities, Extended Clip should be avoided at all costs, as they have little effect on these weapons, especially when they already have 75/100 bullets by default. If you're going to go over longer ranges with the QBB-LSW or the HAMR, please avoid Suppressors. These weapons have bad range, and using them in this style with suppressors on them will require you to put several more bullets on each enemy in order to kill them. And with sustained fire on these weapons come major consequences. For the QBB, it'll get some real nasty recoil, whilst the HAMR loses a ton of fire rate.

Another good strategy is burst firing. Only firing a few of many bullets at a time drastically improves accuracy and dampens recoil. This is a big way to make good use of the HAMR, as it shoots slower with sustained fire, and burst firing the HAMR won't let that happen.

Now, I'm going to give you examples of good LMG attachments.

Despite me detesting the use of a Suppressor, it is okay to use it on the MK-48 and the LSAT, because they have more range. The LSAT is a bit of a risk to do so, as it doesn't have that much more range.

FMJ is a nice attachment for when your enemies are trying to escape. However, LMGs also penetrate through walls easier, making the use of FMJ all up to preference.

As stated above, an Optical is a good choice for nearly every LMG. However, beware of Variable Zoom, because the recoil can be extremely annoying on the QBB and the HAMR.

Laser Sight is an option because all LMGs have poor hip-fire capabilities. However, the Laser Sight makes up for it, and the high rates of fire can come in hand in hand with the laser at short distances, especially with the QBB and the HAMR.

Even though I did not recommend Extended Clip, it can be useful on the QBB and the HAMR, as those weapons have smaller magazines, and they reload a lot more frequently than the Mk-48 or the LSAT. However, beware that the reload time is longer while using it.

Rapid Fire is a double-edged sword. On one side, you get a drastic increase in firepower. On the other side, your ammo will vanish before you know it. Rapid Fire will also increase recoil and lower range. It's entirely up to you if you want to use it or not. I wouldn't try it, but there will be some people that love that attachment.

Quickdraw is a huge recommendation, as ADS times are extremely slow for the LMGs. And when you're using LMGs more aggressively, that slow ADS time can come and stab you in the back. However, if you're not going to be moving around a ton, Quickdraw isn't as useful.

Using these tips to their greatest potential will make you a huge threat the next time you're using an LMG. Thanks for reading, and have an LMGtastic day. :3

Ride the vehicle to the open savannah area. Waves of enemies will come charging from the distance. Pick them off from your position and push forward with everyone else.

Your next objective will be to take out the mortar crews. There will be three targets at one mortar, and then a single target operating the other mortar. Rush to the rocks behind the crew of three. From there, take out the single mortar guy, and then whip around the rocks and quickly take out the other three mortar crew members. Quickly get back behind the rock before the tanks can kill you.

Push up on the d-pad when prompted to call for air support. You'll now control the helicopter that flies overhead. Use RT to fire machineguns and use LT to shoot rockets. Destroy the tanks below, which will be designated targets.

After the tanks have been destroyed, a couple of trucks with machinegunners in the back will roll into view. Take them out from the safety of the rock and then you will once again take control of the helicopter. Continue blasting the tanks until they've all been destroyed, and then start killing the enemies yourself.

Mason will then jump back on the side of the truck vehicle. Shoot the enemies as you drive by, killing as many as possible. Keep pushing through until they're all dead and a cut-scene interrupts the gameplay.

Following the scene, you'll be in the helicopter attempting to rescue Woods, who is reportedly on a barge that is floating down the river. When prompted, press A to jump out of the helicopter and land on the barge. Start clearing the deck of all enemies. Hudson will help you out.

Once they're all dead, approach the case on the ground and hold X to obtain the flak jacket inside. With that equipped, man the turret on the lower deck. Gun boats will start zooming into view from behind and to the sides. Blow them up. When they start pulling up on the opposite side of the boat, go to the upper deck and use the turret there to keep blowing them up.

If they get too close, enemies will board the ship. If that's the case, exit the turret and quickly take them out before getting back on. When the coast is clear, approach the shipping container that Hudson is standing it. Help him open the door and you'll find Woods inside.

A HIND will show up, making the situation much worse. Grab the Javelin weapon and equip it. Aim at the HIND and fire a missile. You can control the missile using the left and right analog sticks. If you tap the right trigger while the missile is flying, it will blow up. It will also blow up if the meter on the right side of the screen depletes as it is flying.

It is tricky to hit the HIND with a direct shot. Because of this, try to get the missile at least close to the vehicle and then tap RT to blow the missile up when it is near the HIND. This will perform a decent amount of splash damage. If you run out of ammo, there is an ammo crate adjacent to the shipping container Woods was in. Just hold X to replenish your ammunition.

After the HIND has been taken care of, the ship will crash. Pull back on LT to swim yourself and Woods out of the water. On dry land, follow Hudson. Go prone near the fallen tree and watch the scene. Afterwards, follow Hudson through the building. Follow his movements exactly, otherwise, you'll get caught and fail the mission.

Crouch behind the cover in the house and wait for the guards to leave. Stay crouched and follow Hudson through the tall grass. Keep following him until you drop Woods and go after the radio communications to call for help. There is a small shack before you go. Next to the shack is an open container with a pistol, plus there is a sniper rifle on the ground. Definitely grab the sniper rifle.

Pick the lock on the shack to enter. Inside, you'll grab the bear trap off the wall automatically. This can be used as a trap to lay for enemies. At any rate, wait for the coast to be clear then climb through the window of the radio control room. Things go south very quickly, so start sprinting back toward the river.

Everyone will stop behind a rock to thin out the enemies a bit. You can pick them off from behind the rock, but there is also a tree house of sorts that can be climbed, which can be an advantageous position with the sniper rifle. Kill as many enemies as you can and then continue sprinting toward the river until the next stop. Repeat this process until you finally reach the river.

You can build a Turbine in the Bus Depot at the very start of Green Run. Unlike other locations, the parts here do not change places, but rather can be found in the exact same locations every time.

The first part is a mannequin torso. You'll find it leaning against the sign in the center of the room. Hold X to pick it up and then take it to the workbench for the base of the Turbine. There is a fan on top of one of the chairs against the wall, directly across from the bench. Place this fan on top of the mannequin.

The final piece is a airplane-style tail at the opposite end of the room of the fan. You'll find it on the ground, a bit obscured by rubble, directly under a payphone. Take it to the workbench and then your creation is complete!

To use the Turbine, hold X to pick it up from the bench. Press "up" on the d-pad to equip it, and then pull the right trigger to place the Turbine places. The Turbine is used to open doors that need "power" to open, and they also power electric traps.

Your very first Strike Force mission tasks you with defending the area. There are three different devices here that are create shields for the nearby facility. There is a satellite dish on a roof, a generator at the start area, and a cooler at the other end of the area from the start. They are labeled A, B, and, C respectively.

Move left infantry to B. From here, they can defend both the A position and B position. Move the CLAW to the area between B and C. Move the right infantry to C.

This should be enough to keep back the enemy forces. If they destroy just two of the devices, then the shields will go down. If this happens, move everyone inside the facility to hole up there to protect the mainframe.

The enemy will lay EMP devices to attempt to scramble the mainframe. Destroy these before their meter runs out, or else you fail the mission.

Follow Menendez out of the door and walk out on stage with him. All hell will break loose, and he will ask you to meet him at the Citadel. Sprint out of the area, taking pot shots at the enemy soldiers while also shooting the flying drones out of the sky when they become a nuisance.

Work your way from checkpoint to checkpoint. Drones MUST be destroyed when you see them, or else they're just going to gun you down. Fire grenades at them and then empty a full clip into them, and they should blow up before long.

Avoid standing still as much as possible. Enemies will be everywhere and seem to constantly respawn, so fight your way through all of them and make your way to the final objective marker. Menendez will shoot the American ship out of the sky, and then you have a choice to try to shoot Menendez or shoot Harper.

Make your choice. If you decide to shoot Menendez, then Menendez will kill you. Next you will take control of David Mason again, this time at the turret of a helicopter. Kill all the enemies on the rooftops.

When you land, start sprinting to the objective marker. It is quite far away. There will be drones to help you out for most of this part, and all you do here is kill everything in sight and move from point A to point B.

The drones will be taken away from you, and flying enemy drones will show up instead. Kill them and go to the bridge. Wait for the first barrage of rockets, and then kill the RPG enemies from your position. Make your way across the ruined bridge and then push across the field, using the rocks as cover, until you reach Menendez.

Description: Minimum score 10k in every mission
Strategy: Each mission in the game is scored with points based on player performance and Challenges completed. It's very, very easy to get 10,000 points in every mission of the game. The only thing is that the Strike Force missions count as well.

Throughout the campaign, there are certain events that can occur which make it so some Strike Force missions never show up. This is probably what will be keeping you from getting the achievement after the first playthrough. I know that the fourth Strike Force mission is missable if you succeed in rescuing Karma.

There will be a full guide based on this DLC to help you out with this achievement with more detail. This is the achievement that governs the super complicated Easter egg in Die Rise, and it's very difficult to figure out. Stay tuned to Cheat Masters for more information as it becomes available.

You can also build a catapult-like weapon in Die Rise. The workbench for this object is right below the starting area, and can be reached in a couple of ways. The parts for it are always in the first area of the game or the area immediately behind the door.

Take the items to the proper workbench. To reach this workbench easily, remove the debris at the top of the escalator in the room immediately behind the door of the spawn point. At the bottom of the escalator will be an opening that you can fall through, but if you move slowly, you can actually drop down and land safely on a ledge below.

This will be where the workbench is! If you are playing in four player co-op, you can easily build the machine right now. If not, you will have to move through the level a couple of times to gather the parts from before. You'll need the power on to ride the Quick Revive elevator back up to the starting position as well.

Once you have the machine, there is a very convenient place to put it to ensure you get the achievement easily, right in the same room with the workbench. Next to the three-burst pistol on the wall in this room is a drop that a lot of zombies come through in the waves. Place the machine there and you will definitely fling 10 of them, and likely many more, in one game.

As soon as you have control of David, sprint and jump to the SAM turret. Using it blast the flying drones out of the sky. Aim the guns at them until they are enclosed with red circles, which indicates a target lock-on, and then blast them with a pull of the right trigger.

The freeway starts giving out, so David abandons the SAM turret. Follow everyone to the next area, and kill any enemies in the way. Next you have a choice between rappelling down with everyone else or giving them cover with the sniper rifle.

I very much recommend the sniper rifle route. The reason for this is that you can thin out the enemies, which makes this level much easier, and the sniper rifle you use, the Storm, is incredibly powerful. It can see through walls with its scope, and you can charge its shot by holding RT, then releasing it to go through multiple walls. Not only is it good for this section, but it is very useful for the rest of the level as well.

Kill the enemies with the sniper rifle until the freeway starts giving out. Then rappel down yourself and regroup with the convoy. Move slowly down the street as there will still be enemies down here, just not quite as many as before. Using the sniper rifle, kill everyone in sight and then fight your way to the armored truck.

Get in the truck and start driving. You can run into almost anything you want, just avoid hitting any of the large structures or else the truck will take too much damage. Leave them when you're prompted, and now you have to take out two CLAW drones.

Guess what is very useful in taking out the CLAWs? The sniper rifle! Three fully charged shots will destroy the CLAWs. There is also an overturned military vehicle with a quad drone inside if you want to free it and you will be able to designate its targets with a laser.

If you don't have the sniper, then move into the building on the left side of the street. Clear the building of enemies first, then peak out the door and throw grenades at the first CLAW. EMP grenades will immobilize it momentarily, allowing you to freely shoot at it as well. Once the nearest CLAW is destroyed, focus on the second CLAW.

When they're both destroyed, kill the rest of the enemies. Keep an eye on the rooftops for people with RPGs, and push your way to the next objective marker. An overturned military vehicle will have a few troops inside that will help you fight if you free them. These sections are very easy if you have the sniper rifle, so keep that in mind.

Anderson, the chick that has been helping you out in a fighter jet periodically, will go down. Rush to the jet and take control of it yourself. Your goal now is to defend the convoy. Press RT to fire the jet's machineguns and press LT to fire rockets. The jet is capable of locking on to enemy vehicles.

Follow the convoy and destroy the enemy trucks and drones that appear. Fly a bit behind the convoy and high in the air so you can see everything better. Targets will be marked, and they will include RPG guys on the buildings, so be ready to take them out as well.

Enemy fighter jets will show up, which is your cue to chase them down. Wait for a lock-on to blast them out of the sky. Push on the left analog stick to use your thrusters if they get too far head. Keep wiping out all the enemy jets to complete the level.

Description: Win 5 multiplayer League Play games after being placed in a division
Strategy: Go to the League Play playlists in the game. Then play until you are "placed" into a division. From there, just keep playing until you win five games.

Description: Listen and think before you shoot
Strategy: In the campaign, there are multiple times when you will be asked whether or not to kill someone. Avoid shooting people when given the opportunity to get this achievement.

Description: There are two futures
Strategy: There is a point in the past when you have to shoot a guy with a hood over his head. Your obvious instinct will be to shoot him in the head. Do so during one playthrough. The second playthrough, shoot him in the stomach instead.

Getting around in Die Rise is tough without the elevators, but it's totally possible. It's easiest to accomplish this achievement when playing with people either online or in split-screen. There's no real strategy to this. You won't be able to use perk machines, so it's like playing regular zombies.

This achievement can only be earned in Mob of the Dead with the new Uprising DLC. You can get it very early on in the game. Upon exiting the library area, you'll find a fusebox on the wall that you can use to enter the Afterlife. Do so, and then go through the ghost portal in the first area, across from a little candle shrine and usually below the key that drops down.

Go through the ghost portal hallway to make your way to a device that you can power with electricity. This will then open the door to the shower area, which will satisfy the requirement for the achievement.

First thing's first, you'll need to power up the Electric Cherry perk machine and then purchase the perk. The Electric Cherry perk machine can be found on the top floor of the prison, and if you go behind it, you'll be headed to the rooftop area.

Go into Afterlife and power up the perk machine. Then get Electric Cherry. What Electric Cherry does is emit an electric spark to knock back zombies every time that you reload.

However, you won't be able to get this achievement just by reloading and hitting the shock. Get to a later round, about round 7 or so (if you aren't that great at the game, it's best to do this one in Easy mode), and then allow yourself to go into Afterlife when there are a lot of zombies around you.

This will cause an explosion of electricity, that will hopefully take out most of the undead.

Here is a hack for PS3 black ops 2, so all you do is play online then you go kill people and if you die it means you dont have god mode if you stay alive it means you have it so all you low life people get off here and get a LIFE.

There are six generators spread out across the map. Signs around the map will tell you how to get to each one.

Upon turning on a generator (which will cost 200 points for every character on the map), you will have to stay near it and defend the position from the medieval zombies that are electrified.

Now, the other part of the achievement is to not allow any of the generators to stop. What this means is that one of the generators will randomly be attacked by the medieval zombies. Rush to that position and defend it, or else you will have to start this achievement all over again.

Description: Win 10 multiplayer games while playing in Combat Training playlists
Strategy: Online, go to Combat Training. If you are under level 10, you can play the regular Combat Training lists that let you play regular matches, but otherwise you will have to do Objective-based. Combat Training online is three real people on each team, and the rest of the teammates are bots. Win 10 games.

1. Capture 6 Generators
The generators are the power supply in each of the major areas of the Origins map. Turning them on requires 200 points per player, and then surviving a bit on the platform near it as the electrified medieval zombies power up each generator.

2. Spend 30,000 points
Points can be spend on weapons, perks, and opening doors. The less players you have, the more likely you're going to get this one.

3. 115 Headshots
These headshots only count on normal type zombies. Unless you're grinding for points, it's typical to be going for headshots in Zombies anyway.

4. Fill all chests
There are numerous chests around the map, with a board above them to indicate which challenges have and haven't been completed by players up to that point. When the chests open, which is done by completing one of the Challenges, there is a reward that comes out of them. To "fill" a chest, you have to kill zombies when they are in very close proximity to it.

When playing campaign I'm a metal spider and cant get out of the room and I am tired of getting killed. All I do is walk on pipes and get chewed up by the fans. How do I get out and back to shooting people?
Thanks Answers: 1